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Rouge Trader

Unique among the citizens of the Imperium, the Warrants of Trade granted to Rogue Traders gives them the authority to travel beyond its boundaries and take actions of their own volition. They are expected to conquer, explore, and trade in the name of the Emperor. From the bridges of their voidships, only strength of arms and cunning limits their ability to expand the Imperium's frontier. Each world they discover could be the seed for a new colony, a valuable ally, or merely another target to plunder.   Each Warrant of Trade is unique. A few remain in service that were originally penned by the emperor during the Great Crusade, while others are newly signed under the authority of the Senatorum Imperialis. Some empower a dynasty, with heirs assuming the rights of their ancestors until the end of time; less expansive examples have no accommodations for inheritance, and some require that the High Lords of Terra confirm each succession. Consequently, a Rogue Trader may inherit their Warrant or earn it personally through heroic service. They may have relatives hoping to illicitly obtain it through succession or retainers who might go to any means to keep them alive lest its authority expire.   Almost all warrants have restrictions and obligations placed upon them, some of which may have become esoteric over the centuries. Examples include requirements to regularly maintain trade with worlds whose status has shifted since the Warrants of Trade was written. Explicitly-described worlds might have been destroyed or even grown to the extent that the commerce a Rogue Trader vessel offers is trivial. Similarly, a Rogue Trader might be forbidden to visit a system whose status has undergone comparable transformations.   Operating beyond the boundaries of the Imperium, a Rogue Trader's vessel must be self-sufficient. While they are the ultimate authority they cannot become masters of every skill and subject. To offset this, they invariably assemble a crew of extremely competent individuals to aid them in their cause. In some cases, these positions are also heraldry, but more often they are prime examples of the Rogue Trader's ability to judge an individual's character and capacity. Ultimately, their vessels depend as much upon the ability of its crew and officers as they do upon their commander. As ships' captains, the trader must trust in their own abilities, but also recognize that there are situations where it is vital to trust in the expertise of associates. For a commander to be truly successful, they must recognize their limitations as well as their strengths.
hit dice: 1d8
hit points at 1st level: 8 + Con Mod
hit points at higher levels: 1d8 + Con Mod
armor proficiencies: Light Armor / Medium Armor
weapon proficiencies: Simple Weapons / Imperial Weapons / Archeotech Weapons
tools: Vehicles (Voidships) / Any One Tool Proficiency
saving throws: Dex / Char
skills: Choose four from Acrobatics, Xenozoology, Athletics, Deception, Insight, Investigation, Performance, Persuasion, Sleight of Hand, and Stealth
starting equipment:
You start with the following equipment, in additon to any equipment granted by your background:
(a) any imperial melee weapon (b) two simple melee weapons
(a) any imperial light or medium ranged weapon (b) any archeotech ranged weapon
(a) explorer's pack (b) diplomat's packs
Officers armor, two nano blades, and any one tool set
spellcasting:
class features:
Well Trained: starting at 1st level, choose two skills or tools in which you have proficiency. Your proficiency bonus is doubled for any ability check you make for either of the chosen skills or tools. At 6th level you choose two additional skills or tools to be affected.   Light On Your Feet: Beginning at 1st level, whenever an enemy ends its movement within 5ft of you, you can use your reaction to immediately move half your movement in any direction. This movement does not provoke opportunity attacks.   Targets Locked: At 2nd level your leadership ability allows you to pinpoint specific threats. As a bonus action you can choose an enemy target within 120ft to lock onto, if you have already used this ability on a different creature this abilities affects on them end. While the target is the focus of your orders, you and all allies have advantage on attack rolls against the target, and you deal an additional 1d6 damage on attacks against the target. You can use this ability a number of times equal to your proficiency bonus and recharge all uses upon a long rest. In addition starting at 7th level the additional damage dealt by attacks increases to 1d8 and enemies under the effects of Targets Locked can no longer receive the benefits of cover.   No Scrap Gone To Waste: At 7th level you've developed a knack for identifying the strange and wonderful technology of the world. You are capable of attiuning to an additional 2 Archeotech devices, and while attuning gain a basic understanding of the device's function.   Get Up And Die On Your Feet: Starting at 6th level you can use your wit and personality to inspire your companions and crew in even the most dire of circumstances. As an action a number of allies equal to your Char Mod within 15ft of you heal 1d6 plus your Char Mod. This ability can be used a number of times as specified by the ability in your level table and recharges on a long rest. In addition when used at level 11 the amount healed is equal to 3d6 plus your Char Mod.
subclass options:
Captain's Technique: At 3rd level you gain the ability to benefit from a variety of specialized skills that make each Rogue Trader unique. Choose one of the techniques to benefits from, this feature will also have additional benefits at 9th and 13th level.   Chevalier: As a skilled and relentless warrior you have mastered the tradition of dueling, and are capable of seeing the weakness in a foe from a mile away. When you adopt this technique you gain the Exploit Weakness and Faultless Precision abilities.   Exploit Weakness: You have become capable of focusing your intent on an quarry to best exploit their weaknesses, you can see the faintest cracks in armor where they are vulnerable, and know exactly how to hit them where it hurts. When you use Targets Locked on an enemy you learn that enemies damage vulnerabilities and resiliencies.   Faultless Precision: You have a knack for landing debilitating blows and have the tendency to clean the heads off of opponents before they can even retaliate. You score critical hits against enemies under the affect of Targets Locked on a roll of a 19 or 20.   Always Finish The Job: When you commit yourself to the destruction of a target, you make damn sure they don't get away. Starting at 9th level whenever you make an attack against a creature that isn't the target of Targets Locked you can use your bonus action to make an attack against the creature that is.   A Steady Hand, A Calm Mind, An Unrelenting Will: You have honed your skills with battle to an art form. Starting at 13th level, when resolving attacks against an enemy under the affects of Targets Locked you add your proficiency bonus to the attack roll an additional time.
1st+2Well Trained, Light On Your Feet
2nd+2Fighting Style, Targets Locked
3rd+2Captain's Technique
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Well Trained, Get Up And Die On Your Feet (1)
7th+3No Scrap Gone To Waste, Targets Locked
8th+3Ability Score Improvement
9th+4Captain's Technique Feature
10th+4Ability Score Improvement
11th+4Get Up And Die On Your Feet (2)
12th+4Ability Score Improvement
13th+5Captain's Technique Feature

Created by

Joman5271.

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